I don't need to test my programs. I have an error-correcting modem.

UE3:UTVehicle internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle (internal variables)

Contents

UTVehicle internal variables in other games:
UT3
Other member categories for this class:
events, instance functions, structs, Hoverboard instance functions, Hoverboard internal variables, Manta defaults, Manta properties, Manta Content defaults, Scorpion defaults, Scorpion instance functions, Scorpion internal variables, Scorpion Content defaults

Internal variables

AccruedFireDamage

Type: float

Accrued Fire Damage

AccumulatedWaterDamage

Type: float

Accumulated water damage (only call take damage when > 1

AIPurpose

Type: EAIVehiclePurpose


bAcceptTurretJump

Type: bool

Whether to accept jump from UTWeaponPawns

bAllowedExit

Type: bool

Whether the driver is allowed to exit the vehicle

Default value: True

bAllowTowFromAllDirections

Type: bool

If true, you can grapple to this vehicle from any direction - not just from behind it.

bCameraNeverHidesVehicle

Type: bool


bCanCarryFlag

Type: bool

Determines if a driver/passenger in this vehicle can carry the flag

bDeadVehicle

Type: bool

Modifiers: repnotify

Is this vehicle dead

bDrawHealthOnHUD

Type: bool

whether or not to draw this vehicle's health on the HUD in addition to the driver's health

Default value: True

bDriverCastsShadow

Type: bool

whether or not driver pawn should always cast shadow

bDriverHoldsFlag

Type: bool

If true the driver will have the flag attached to its model

bDropDetailWhenDriving

Type: bool

if set, drop detail when the local player is driving this vehicle (unless in super high detail mode)

bEjectKilledBodies

Type: bool

If true, any dead bodies that get ejected when the vehicle is flipped/destroy will be destroyed immediately

bEjectPassengersWhenFlipped

Type: bool

If true, all passengers (inc. the driver) will be ejected if the vehicle flips over

Default value: True

bEnteringUnlocks

Type: bool

Vehicle is unlocked when a player enters it..

Default value: True

bFindGroundExit

Type: bool

Whether to make sure exit position is near solid ground

Default value: True

bFixedCamZ

Type: bool

Used only if bNoFollowJumpZ=true. True when Camera Z is being fixed.

bFrontalCollision

Type: bool

Modifiers: const

Set internally by physics - if the contact force is pressing along vehicle forward direction.

bFrontalCollisionWithFixed

Type: bool

Modifiers: const

If bFrontalCollision is true, this indicates the collision is with a fixed object (ie not PHYS_RigidBody)

bHasBeenDriven

Type: bool

whether this vehicle has been driven at any time

bHasCustomEntryRadius

Type: bool

Vehicle has special entry radius rules

bHasEnemyVehicleSound

Type: bool

bot voice message support

bHasTowCable

Type: bool

AI flag - indicates this vehicle has a tow cable, so evaluate if it should link up to others by calling TryAttachingTowCable()

bHasTurretExplosion

Type: bool

Whether or not there is a turret explosion sequence on death

bHasWeaponBar

Type: bool

HUD should draw weapon bar for this vehicle

bHomingTarget

Type: bool

If true, certain weapons/vehicles can lock their weapons on to this vehicle

BigExplosionSocket

Type: name

socket to attach big explosion to (if 'None' it won't be attached at all)

BigExplosionTemplates

Type: array<UTPawn.DistanceBasedParticleTemplate>


Default value:

Member Value
Template ParticleSystem'FX_VehicleExplosions.Effects.P_FX_VehicleDeathExplosion'

bInitializedVehicleEffects

Type: bool

set after attaching vehicle effects, as this is delayed slightly to allow time for team info to be set

bIsBurning

Type: bool

This vehicle is dead and burning

bIsConsoleTurning

Type: bool

for player controlled !bSeparateTurretFocus vehicles on console, this is updated to indicate whether the controller is currently turning (server and owning client only)

bIsDisabled

Type: bool

Modifiers: repnotify


bIsInDestroyablePenetration

Type: bool

TRUE indicates vehicle is currently in penetration greater than DestroyOnPenetrationThreshold.

bIsNecrisVehicle

Type: bool

True if is Necris vehicle (used by single player campaign)

bIsScraping

Type: bool

If true, this vehicle is scraping against something

bIsTowingHoverboard

Type: bool

if true, currently towing hoverboard

bKeyVehicle

Type: bool

Modifiers: repnotify

hint for AI and show this vehicle on minimap

bLightArmor

Type: bool

Used to designate this vehicle as having light armor

bLimitCameraZLookingUp

Type: bool

If true, make sure camera z stays above vehicle when looking up (to avoid clipping when flying vehicle going up)

bMustBeUpright

Type: bool

true if vehicle must be upright to be entered

Default value: True

bNeverReset

Type: bool

The variable can be used to restrict this vehicle from being reset.

bNoFollowJumpZ

Type: bool

If true, don't change Z while jumping, for more dramatic looking jumps

bNoZDamping

Type: bool

If true, don't damp z component of vehicle velocity even when on the ground

bNoZDampingInAir

Type: bool

If true, don't damp z component of vehicle velocity while it is in the air

Default value: True

bNoZSmoothing

Type: bool

If true, don't Z smooth lagged camera (for bumpier looking ride

Default value: True

BoostPadSound

Type: SoundCue

Sound to play when going over a boost pad.

bOverrideAVRiLLocks

Type: bool

Whether can override AVRiL target locks

bPlayingSpawnEffect

Type: bool

Modifiers: repnotify

whether we're currently playing the spawn effect

bPostRenderTraceSucceeded

Type: bool

true is last trace test check for drawing postrender hud icons succeeded

bReducedFallingCollisionDamage

Type: bool

if true, collision damage is reduced when the vehicle collided with something below it

bRequestedEntryWithFlag

Type: bool

true if pressed use while holding flag for vehicle you can't enter with flag

bShouldAutoCenterViewPitch

Type: bool

Whether or not the vehicle can auto center its view pitch. Some vehicles (e.g. darkwalker) do not want this *

Default value: True

bShouldLeaveForCombat

Type: bool

whether or not bots should leave this vehicle if they encounter enemies

bShowDamageDebug

Type: bool


bShowLocked

Type: bool


bSpectatedView

Type: bool

true if being spectated (set temporarily in UTPlayerController.GetPlayerViewPoint()

bStealthVehicle

Type: bool

This vehicle should display the <Locked> cusrsor

bStickDeflectionThrottle

Type: bool

Use stick deflection to determine throttle magnitude (used for console controllers)

bStopDeathCamera

Type: bool

Stop death camera using OldCameraPosition if true

bTakeWaterDamageWhileDriving

Type: bool

Whether takes water damage while being driven

Default value: True

bTeamLocked

Type: bool

Team defines which players are allowed to enter the vehicle

Default value: True

BurnOutMaterial

Type: MaterialInterface

Array size: 2

Burn out material (per team)

BurnOutMaterialInstances

Type: array<BurnOutDatum>

The material instances and their data used when showing the burning hulk

BurnOutTime

Type: float

How long does it take to burn out

Default value: 2.5

BurnTimeParameterName

Type: name

names of material parameters for burnout material effect

Default value: 'BurnTime'

bUseAlternatePaths

Type: bool

whether AI should consider using its squad's alternate path to objectives while in this vehicle (set false for vehicles where detours are painful and/or the vehicle is so strong the AI just shouldn't care)

Default value: True

bUsingLookSteer

Type: bool

Modifiers: transient

Cached value indicating what style of control we are currently using.

bValidLinkTarget

Type: bool

if true, can be healing target for link gun

Default value: True

CameraLag

Type: float

Amount of camera lag for this vehicle (in seconds

Default value: 0.12

CameraOffset

Type: Object.Vector

Smoothed Camera Offset

CameraSmoothingFactor

Type: float

Smoothing scale for lagged camera - higher values = shorter smoothing time.

Default value: 2.0

ClientHealth

Type: int

client-side health for morph targets. Used to adjust everything to the replicated Health whenever we receive it

CollisionDamageMult

Type: float

multiplier to damage from colliding with other rigid bodies

Default value: 0.0020

CurrentTireMaterial

Type: name


DamageMaterialInstance

Type: MaterialInstanceConstant

Array size: 2


DamageMorphTargets

Type: array<FDamageMorphTargets>

Holds the Damage Morph Targets

DamageParamScaleLevels

Type: array<DamageParamScales>


DamageSkelControls

Type: array<UTSkelControl_Damage>

Holds the damage skel controls

DamageSmokeThreshold

Type: float

The health ratio threshold at which the vehicle will begin smoking

Default value: 0.65

DeadVehicleLifeSpan

Type: float

How long should the vehicle should last after being destroyed

Default value: 9.0

DeathExplosion

Type: Emitter

This is a reference to the Emitter we spawn on death. We need to keep a ref to it (briefly) so we can turn off the particle system when the vehicle decided to burnout.

DeathExplosionShake

Type: CameraAnim

camera shake for players near the vehicle when it explodes

Default value: CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'

DefaultFOV

Type: float

FOV to use when driving this vehicle

Default value: 75.0

DefaultPhysicalMaterial

Type: PhysicalMaterial

Modifiers: transient

PhysicalMaterial to use while not driving

DeflectionReverseThresh

Type: float

When using bStickDeflectionThrottle, how far along Y do you pull stick before you actually reverse.

DelayedBurnoutCount

Type: int

How many times burnout has been delayed

DestroyedTurret

Type: UTVehicleDeathPiece

Reference to destroyed turret for death effects

DestroyedTurretTemplate

Type: StaticMesh

Class to spawn when turret destroyed

DisabledEffectComponent

Type: ParticleSystemComponent

component that holds the disabled effect (created dynamically)

DisabledTemplate

Type: ParticleSystem

effect played when disabled

Default value: ParticleSystem'Pickups.Deployables.Effects.P_Deployables_EMP_Mine_VehicleDisabled'

DistanceTurretExplosionTemplates

Type: array<UTPawn.DistanceBasedParticleTemplate>

Explosion of the turret

Default value, index 0:

Member Value
MinDistance 1500.0
Template ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Near'

Default value, index 1:

Member Value
Template ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Far'

DrivingAnim

Type: name

Anim to play when a visible driver is driving

Default value: 'Manta_Idle_Sitting'

DrivingPhysicalMaterial

Type: PhysicalMaterial

Modifiers: transient

PhysicalMaterial to use while driving

DropFlagIconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 85.0
UL 66.0
V 767.0
VL 48.0

DropOrbIconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 109.0
UL 55.0
V 815.0
VL 38.0

EnemyVehicleSound

Type: array<SoundNodeWave>


EnterToolTipIconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 96.0
UL 77.0
V 249.0
VL 64.0

ExplosionDamage

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 100.0

ExplosionDamageType

Type: class<DamageType>

The Damage Type of the explosion when the vehicle is upside down

Default value: Class'UTGame.UTDmgType_VehicleExplosion'

ExplosionInAirAngVel

Type: float

If vehicle dies in the air, this is how much spin is given to it.

Default value: 1.5

ExplosionLightClass

Type: class<UTExplosionLight>

Class of ExplosionLight

Default value: Class'UTGame.UTRocketExplosionLight'

ExplosionMomentum

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 60000.0

ExplosionRadius

Type: float

Damage/Radius/Momentum parameters for dying explosions

Default value: 300.0

ExplosionSound

Type: SoundCue

sound for dying explosion

ExplosionTemplate

Type: ParticleSystem

Templates used for explosions

Default value: ParticleSystem'FX_VehicleExplosions.Effects.P_FX_GeneralExplosion'

ExtraReachDownThreshold

Type: float

additional downward threshold for AI reach tests (for high hover vehicles)

FireDamagePerSec

Type: float

Damage per second if vehicle is on fire

Default value: 2.0

FireDamageThreshold

Type: float

The health ratio threshold at which the vehicle will catch on fire (and begin to take continuous damage if empty)

Default value: 0.4

FlippedCount

Type: float

Used natively to give a little pause before kicking everyone out

FlipToolTipIconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 2.0
UL 79.0
V 766.0
VL 71.0

HealthPulseTime

Type: float


HornAIRadius

Type: float

radius in which friendly bots respond to the horn by trying to get into any unoccupied seats

Default value: 800.0

HornIndex

Type: int

Horn to play for this vehicle.

HornSounds

Type: array<SoundCue>

The sounds to play when the horn is played

Default value, index 0: SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_Horn'

Default value, index 1: SoundCue'A_Vehicle_Generic.Vehicle.VehicleHornCue'

Default value, index 2: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_SmallNecris01Cue'

Default value, index 3: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_LargeNecris03Cue'

HoverBoardAttachSockets

Type: array<name>


HoverBoardSocketInUse

Type: array<bool>


HUDExtent

Type: float

Scaling factor used to determine if crosshair might be over this vehicle

Default value: 100.0

HUDLocation

Type: Object.Vector

HUD Beacon

IconCoords

Type: UIRoot.TextureCoordinates

Coordiates of the icon associated with this object

Default value:

Member Value
U 831.0
UL 38.0
V 21.0
VL 30.0

ImpactHitSound

Type: SoundCue

Sound for being hit by impact hammer

Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactVehicle_Cue'

InitialSpawnDelay

Type: float

How long to wait before spawning this vehicle when its factory becomes active

InnerExplosionShakeRadius

Type: float

radius at which the death camera shake is full intensity

Default value: 400.0

KillerController

Type: Controller

player that killed the vehicle (replicated, but only to that player)

LargeChunkImpactSound

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalLargeCue'

LastCheckUpsideDownTime

Type: float

Used natively to determine if the vehicle has been upside down

LastCollisionDamageTime

Type: float

last time we took collision damage, so we don't take collision damage multiple times in the same tick

LastDeathImpactTime

Type: float

stores the time of the last death impact to stop spamming them from occurring

LastEnemyWarningTime

Type: float


Default value: -100.0

LastHealth

Type: int


LastHornTime

Type: float

The time at which the horn was last played

LastJumpOutCheck

Type: float

Natively used in determining when a bot should just out of the vehicle

LastPostRenderTraceTime

Type: float

Last time trace test check for drawing postrender hud icons was performed

LastRunOverWarningTime

Type: float

last time checked for pawns in front of vehicle and warned them of their impending doom.

LastTakeHitInfo

Type: UTPawn.UTTakeHitInfo

replicated information on a hit we've taken

LastTakeHitTimeout

Type: float

stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)

LightEnvironment

Type: DynamicLightEnvironmentComponent

The pawn's light environment

Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'

LinkedEndSound

Type: SoundCue


Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeCompleteCue'

LinkedToAudio

Type: AudioComponent


LinkedToCount

Type: byte

Modifiers: protected, repnotify

How many linkguns are linking to this vehicle

LinkedToCue

Type: SoundCue


Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeLoopCue'

LinkHealMult

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

Default value: 0.35

LockedOnSound

Type: SoundCue

Sound to play when something locks on

Default value: SoundCue'A_Weapon_Avril.WAV.A_Weapon_AVRiL_Lock01Cue'

MapSize

Type: float


Default value: 0.75

MaxDesireability

Type: float

hint for AI

Default value: 0.5

MaxExplosionLightDistance

Type: float

Max distance to create ExplosionLight

Default value: 4000.0

MaxFireEffectDistance

Type: float

The maximum distance out where a fire effect will be spawned

Default value: 7000.0

MaxImpactEffectDistance

Type: float

The maximum distance out where an impact effect will be spawned

Default value: 6000.0

MaxWheelEffectDistSq

Type: float

Max dist for wheel sounds and particle effects

Default value: 1.6E7

MediumChunkImpactSound

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalMediumCue'

MinCameraDistSq

Type: float

hide vehicle if camera is too close

Default value: 1.0

MinRunOverSpeed

Type: float

speed must be greater than this for running into someone to do damage

Default value: 250.0

MinRunOverWarningAim

Type: float

last time checked for pawns in front of vehicle and warned them of their impending doom.

Default value: 0.88

NeedToPickUpAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


Default value:

Member Value
AnnouncementText "Man the Key Vehicle!"

NextVehicle

Type: UTVehicle

Quick link to the next vehicle in the chain

NoPassengerObjective

Type: Actor

bots will not try to be a passenger in this vehicle while their objective is this (used for key vehicles that we want to have one bot stay in if possible)

ObjectiveGetOutDist

Type: float

if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away

Default value: 1000.0

OccupiedUpsideDownDamagePerSec

Type: float

Damage per second if vehicle is upside down with a driver

Default value: 200.0

OldCameraPosition

Type: Object.Vector

OldCameraPosition saved when dead for use if fall below killz

OldCamPosZ

Type: float

Used only if bNoFollowJumpZ=true. saves the Camera Z position from the previous tick.

OldPositions

Type: array<TimePosition>


OriginalMaterials

Type: array<MaterialInterface>

list of Mesh's original materials when playing spawn effect so we can restore them afterwards

OuterExplosionShakeRadius

Type: float

radius at which the death camera shake reaches zero intensity

Default value: 1000.0

ParentFactory

Type: UTVehicleFactory

Quick link to the factory that spawned this vehicle

PassengerPRI

Type: UTPlayerReplicationInfo

PRI of player in passenger turret

PassengerTeamBeaconOffset

Type: Object.Vector

offset for passenger team beacon

Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

PlayerStartTime

Type: float

Track different milestones (in terms of time) for this vehicle

RanOverDamageType

Type: class<UTDamageType>

The Damage type to use when something get's run over

Default value: Class'UTGame.UTDmgType_RanOver'

RanOverSound

Type: SoundCue

Sound to play when someone is run over

ReferenceMovementMesh

Type: StaticMesh

Reference Mesh for the movement effect on seats

RemainingBurn

Type: float

How long until it's done burning

Reservation

Type: UTBot

bot that's about to get in this vehicle

ResetTime

Type: float

if vehicle has no driver, CheckReset() will be called at this time

RespawnTime

Type: float

How long vehicle takes to respawn

Default value: 30.0

SeatMask

Type: int

This replicated property holds a mask of which seats are occupied.

SecondaryExplosion

Type: ParticleSystem

Secondary explosions from vehicles. (usually just dust when they are impacting something) *

Default value: ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_Dust_Secondary'

ShowLockedMaxDist

Type: float


Default value: 3000.0

SmallChunkImpactSound

Type: SoundCue

The sounds this vehicle will play based on impact force

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalSmallCue'

SpawnInSound

Type: SoundCue

Sound to play when spawning in

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeIn01Cue'

SpawnInTemplates

Type: array<ParticleSystem>

Team specific effect played when the vehicle is spawned

Default value, index 0: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Red'

Default value, index 1: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Blue'

SpawnInTime

Type: float

How long is the SpawnIn effect

Default value: 4.0

SpawnMaterialLists

Type: array<MaterialList>


SpawnMaterialParameterCurve

Type: Object.InterpCurveFloat


Default value:

Member Value
Points
  1. No value definitions.
Member Value
InVal 4.0
OutVal 2.5

SpawnMaterialParameterName

Type: name

parameter for the spawn material

Default value: 'ResInAmount'

SpawnOutSound

Type: SoundCue

Sound to play when despawning

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOut01Cue'

SpawnRadius

Type: float

This is used to determine a safe zone around the spawn point of the vehicle. It won't spawn until this zone is clear of pawns

Default value: 320.0

StolenAnnouncementIndex

Type: int

The Message index for the "Hijack" announcement

Default value: 4

StolenSound

Type: SoundCue

SoundCue to play when someone steals this vehicle

Team

Type: byte

Modifiers: repnotify

Holds the team designation for this vehicle

Default value: 128

TeamBeaconMaxDist

Type: float

The maximum distance out that the Team Beacon will be displayed

Default value: 5000.0

TeamBeaconOffset

Type: Object.Vector

offset for team beacon

Default value:

Member Value
X 0.0
Y 0.0
Z 100.0

TeamBeaconPlayerInfoMaxDist

Type: float

The maximum distance out that the player info will be displayed

Default value: 3000.0

TeamMaterials

Type: array<MaterialInterface>

The Team Skins (0 = red/unknown, 1 = blue)

TimeInDestroyablePenetration

Type: float

How long the vehicle has been in penetration greater than DestroyOnPenetrationThreshold.

TimeLastDisabled

Type: float


TimeTilSecondaryVehicleExplosion

Type: float

How long to wait after the InitialVehicleExplosion before doing the Secondary VehicleExplosion (if it already has not happened) (e.g. due to the vehicle falling from the air and hitting the ground and doing it's secondary explosion that way).

Default value: 2.0

Trackers

Type: array<UTBot>


TurretExplosiveForce

Type: float

Force applied to the turret explosion

Default value: 10000.0

TurretOffset

Type: Object.Vector

The offset from the TurretSocketName to spawn the turret

Default value:

Member Value
X 0.0
Y 0.0
Z 200.0

TurretScaleControlName

Type: name

Name of the turret skel control to scale the turret to nothing

Default value: 'TurretScale'

TurretSocketName

Type: name

Name of the socket location to spawn the explosion effect for the turret blowing up

Default value: 'VH_Death'

UpsideDownDamagePerSec

Type: float

Damage per second if vehicle is upside down

Default value: 500.0

VehicleDestroyedSound

Type: array<SoundNodeWave>


VehicleDrowningDamType

Type: class<DamageType>

Damage type it takes when submerged in the water

Default value: Class'UTGame.UTDmgType_Drowned'

VehicleLockedSound

Type: SoundCue

Sound played if tries to enter a locked vehicle

Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleNoEntry01Cue'

VehicleLostTime

Type: float

Track different milestones (in terms of time) for this vehicle

VehicleNameString

Type: string

Modifiers: localized

The human readable name of this vehicle

Default value: "Vehicle"

VehiclePieceClass

Type: class<UTGib_Vehicle>

class to spawn for blown off vehicle pieces

Default value: Class'UTGame.UTGib_VehiclePiece'

VehiclePositionString

Type: string

Modifiers: localized

String that describes "In a vehicle name"

Default value: "in a vehicle"

WaterDamage

Type: float

How much damage the vehicle will take when submerged in the water

Default value: 20.0

WaterEffectType

Type: name

Water effect type name

Default value: 'Water'

WeaponRotation

Type: Object.Rotator

Modifiers: repnotify

rotation for the vehicle's main weapon

WheelParticleEffects

Type: array<UTPawn.MaterialParticleEffect>

material specific wheel effects, applied to all attached UTVehicleWheels with bUseMaterialSpecificEffects set to true